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Topic Starter Topic: Quadwell [Beta1]

Joined: 28 May 2010
Posts: 194
PostPosted: 07-16-2017 07:55 AM           Profile Send private message  E-mail  Edit post Reply with quote

Quadwell [Beta1] - by Victor "DaEngineer" Karp

It has been around 6 years since I've posted a map here. I finally wanted to create a really nice looking one with the skills I've gathered since then, so here it is. It will most likely be my last Quake 3 Map, because I want to focus more on UE4/UT4 now.

More screenshot in the spoiler below:

About the map
My goal was to create a small Tourney/FFA/TDM map for 2-4 players. 3 player FFA was the most fun for me when testing it.
The level spirals counter-clockwise from bottom to top around one hall with a pillar in the middle. In the past I've had problems with too many large and open areas, that's why I've condensed the level this time and tried to get creative with jumping around the map. I'm not a pro player, so it's not too complicated to perform any of the jumps, but I felt they helped a lot to get a nice flow.

ToDos / Bugs / Known problems
  • Gameplay feedback from you guys would be great. I'm quite content with the way the items are placed and how the map is connected, but there is most likely something that can be done better
  • The performance is a problem. Q3 doesn't handle the tri count and many alpha surfaces well and I've not yet VIS optimized the level
  • The jump pad vents don't have sound
  • The tree trunk and branches have sharp lighting edges. This happens with lightmapped meshes and so far I couldn't find a solution for it

Development up to this point
If you are interested in how the map developed from the start, take a look here. The automatic translation is a little wonky, but there are a some pictures from the early stages when the level was meant to become a cyberpunk styled back alley. If some of the attached screenshot do not show up there, try reloading the page.


Portfolio - My German Quake 3 Tutorials - My Quake 3 maps


Old Skool'
Old Skool'
Joined: 02 May 2002
Posts: 5215
PostPosted: 08-30-2017 02:47 AM           Profile Send private message  E-mail  Edit post Reply with quote

It looks really cool. I ran around on it last month, but forgot to comment. The performance is absolutely ridicolous. IIRC you had triscounts in the hundred-thousands? Either way, my Ryzen 1800x and nvidia 1070 gpu actually experienced fps drops I think :D

At this point though, it doesn't really matter. I probably wouldn't bother fixing it, unless it was selected for one of the regular cpma tourneys still going on.

Love the brick+nature style, and the lighting is really good.

Good work!

Last edited by Fjoggs on 09-03-2017 02:34 PM, edited 1 time in total.


Joined: 14 Aug 2016
Posts: 91
PostPosted: 08-30-2017 06:07 AM           Profile Send private message  E-mail  Edit post Reply with quote

Hi, Victor! As for me, the level is a bit too open for it's compact size and needs a little expansion (especially near SG, where the garage-style door is). It might be worth adding PG instead of a SG, and putting SG here, no?
The whole level seems to be superb, vertical gameplay r00lz, definitely!
You going to add 2 teleporters or I'm mistaken?

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